KotH Skybright P-A.2

It's a first start to Making maps.

  1. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    Skybright - It's a first start to Making maps.

    So this is my First Official Map!!! :D:D:D
    Now I release a Super Bare Bones Build of the map. It's sort of like Purple Valley Night's met dustbowl and some koth map. It's has problems and I know of a few problems myself and I'm currently working either on the map or on something totally off topic to map making. If you own a server could and are going to do a test run with a few friends I would love to join or spectate and get feedback. Contact me at Twitter because I get notifications sent to my phone.
     
  2. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Skybright with the Fullbright... Please add lighting and take your screenshots in TF2, not hammer.

    To be perfectly honest there's not much of a layout to be even tested. It's an open arena, more or less.

    TF2maps.net also does map testing, but i'd seriously recommend finding a unique layout before doing so, as people would probably vote to skip it as is.
     
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    Last edited: Aug 17, 2016
  3. TMB

    TMB Banned

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    This map need 2 big things... Layout and Lighting!
    You can fix the lighting quick with this pack! (Copy the content of the vmf you want an past it on your map)
    And the layout, well, i will put an image that yrr posted to me and really helped me:
    [​IMG]

    Not bad for your first map btw...
     
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  4. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    New underground layout. But sadly I need to get a grip with lighting. I have no need to watch more tutorials. So it's VERY DARK, I will fix this in the future as in maybe tomorrow or something like that. I don't know right now. Still first map and I can only learn from this and yes I have pictures from Hammer in there. It takes forever to compile and run. But nonetheless I have recently compiled it. Give me feedback and improvements if you're going to look into it.

    Read the rest of this update entry...
     
  5. Jasper The Blank

    Jasper The Blank L6: Sharp Member

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    Add light entities. With the entity:entitytool: tool.
     
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  6. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    I know how to add entities but to figure out the settings for lighting.
     
  7. Jasper The Blank

    Jasper The Blank L6: Sharp Member

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  8. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    Lol, I was going to watch that in the morning!! I just only watched the basic videos though about a month or two ago and then got encouraged to hop back on the horse and started watching again for a brief reminder.
     
  9. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    OPEN TO THE WORLD. Literally. Super open to the skyboxes that contain the beast itself. I've done some ground work and I need to smooth it out. I know it's rough. Yikes. For some reason it won't run in the Tf2 Hammer but only in the Sfm Hammer. So it literally takes FOREVER to compile.

    Read the rest of this update entry...
     
  10. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

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    Yeah,um. Honestly,this doesn't look playable.

    You're not even doing in-game screenshots (probably because you can't compile properly,because there's a ton of leaks?)

    Take it easy. Watch all the UEAKCrash's Tutorials and the TF2Maps Tutorial Section. Make some tests by yourself,watch some maps (either the official maps or the ones made by the community [Check out the August 2016 Showcase,there's some really awesome maps worth looking at.]) for reference,and go crazy with your mapping!

    Also,displacements. They're SOMEWHAT complicated. Not too complicated,of course. Try to avoid those until you get enough experience with Hammer.

    Long story short: Practice makes perfect. NEVER GIVE UP! WOOT!
    Also don't forget to pack and repack your map when you're done. There should be some tutorials about both things in the TF2Maps Tutorial Section.
     
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  11. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    The map is not playable. Did you test this in game?

    First off, it's not even a tf2 map. Loading it on tf2's hammer crashes it immediately, and tf2 itself doesn't recognise the file. The maps are not interchangeable like that, please use the hammer editor included in TF2 to compile.

    Secondly, it's exceedingly obvious that you have a massive leak, just looking at your image. I can see the black void in the topdown view and some parts of the other screenshots. This will always cause the lighting to fail, especially when it's of that size. Please give your map a floor!

    Screenshots taken in hammer are not really good for a post, as it doesn't give us an idea of the lighting, and most of your props are yellow cubes because your render settings are low, so it's not a good indicator of how the map looks. That's not to mention that the scale always seems off in the editor.

    Also, rather than creating a ton of tiny displacements, just make a big one that will cover the entire middle area, and use some brushes to create cliffs or hills, as it's much easier to do so without causing errors.
     
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    Last edited: Aug 19, 2016
  12. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Your map also takes a while to compile because of several factors (i am assuming, but i can tell by the screenshots somewhat)

    All your brushes are world brushes (aka not func_detailed or otherwise), so the compiler is constantly looking at different angles to calculate where players are visible. Since you don't have a solid floor, it's going to look at every single direction from top to bottom to the sides. Giving a solid, world-based floor will simplify that process, and could fix some issues. Make sure it's not a displacement.

    Secondly, I would make some brushes into func_details. Basically what it does is cause the compiler to ignore those brushes when calculating visibility. It's useful to use on small brushes that don't cover the player, angled brushes, and others. Don't use on displacements unless you want errors. Just select a brush and press CNTRL + T. Make sure it's not touching the outside of the map (The 'Void'), as the map needs to be enclosed. Since func details don't count in the visibilty department, it can't close off a map.

    It's the best I can explain it right now. I'm sure there's videos you can watch to understand better.
     
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  13. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    The skybox is fully sealed. It's still low rendering that makes it black when far away. I would have used the Tf2 Hammer but I started the project with the Sfm one and some reason they don't transfer over. They produce the same files and I've tried moving it over to the "mapsrc" folder in the Tf2 folders but still that has not worked, but still crashes if I try. I have no Idea why these still do this but you know I want to challenge myself very intensely with Hammer. I would like it if and when I finish it to an almost done to a playable state the Beta Stage I would like play testing to happen.



    Google-
    Alpha - A trial of machinery, software, or other products carried out by a developer before a product is made available for beta testing.​
     
  14. Zed

    aa Zed Certified Most Crunk™

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    How we generally handle map iteration naming here:


    It accomplishes absolutely nothing for you to upload your map here if it's not in a functioning state.
     
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  15. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    Then I guess today I work on getting it into a playable state. Thank you for the feedback.
     
  16. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    Okay. I know previous versions were a steaming pile of shat. I'll Acknowledge that fact. The older version on its final Compile It died and had too many errors to load it up. So it was a good Idea to stop the original build. Now that I'm building again on the TF2 Hammer I have all of my resource packs from: A Boojum Snark.

    Updates to this are:

    +I've started using the TF2 Hammer instead of the SFM one.
    +I've made interchangeable parts that should in theory work universally.
    -You'll most likely clip like a MoFo.
    -You'll fall out of the map like a MoFo.

    Pictures Actually Taken in TF2!! Surprising.

    Read the rest of this update entry...
     
  17. Spebby

    Spebby L3: Member

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    Looks okay........ but please get rid of full bright
     
  18. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    I'll do that when I have set routes and ways to the point. Instead of a sniper baron.
     
  19. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

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    You HAVE to do it. Just add some lights here and there. You can't test your map in the TF2Maps servers if it's fullbright. either way,it's a must to have lights on your maps.
     
  20. Pootis Ma Gootis

    Pootis Ma Gootis L1: Registered

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    Yes I know but I put it back into Pre-Alpha to see everything and get a grip of what I'm trying to accomplish with this said map. I've restarted the map build because the other developed errors and I just said hey what the heck I don't know how to fix it and I won't waste people who know what their doing's time because I should just restart anyways because I'm using the wrong hammer and you know I did restart with it, and now I am on smooth road and am Very discouraged because I like my other map and how it was turning out but I didn't have A Boojum Snarks pack in the SFM Hammer but in the TF2 Hammer. It's all sorts of weird today. Pls Don't test it.